Author Topic: [OLD] Old OXCE discussion thread  (Read 780505 times)

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #600 on: November 22, 2015, 11:34:35 pm »
Problem is that "-1" should be correctly handled by game as "no sound". I will look on nightly and my branch why this is miss handled.
I didn't jet have time to work with this but most of values from ruleset get mod offset even if it should reference basic sounds.

Offline Imeryak

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #601 on: November 24, 2015, 07:09:14 am »
It is possible to make optional "stun damage alteration" option, which make stun damage have same impact on a soldier/creature characteristic as direct health damage?

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: OpenXcom Extended
« Reply #602 on: November 24, 2015, 08:55:54 am »
One of the issues with recent nightlies that has been crashing mods:

Hitanimations:

Warboy has updated those and it now affects HE/smoke/incendiary weapons.  Before these had no affect whatsoever.

Ensure your hitanimation has an appropriate value if you are using one of these weapons.

See  chatlog below.


Cheers, Ivan :D

Thanks for this. I had a similar problem using the older version for Commendations and just realised that I had changed hitAnimation to 26 on a weapon. I will change back to 0.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #603 on: November 24, 2015, 07:35:05 pm »
It is possible to make optional "stun damage alteration" option, which make stun damage have same impact on a soldier/creature characteristic as direct health damage?
This is already done.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [EXE] OpenXcom Extended
« Reply #604 on: November 27, 2015, 05:36:57 pm »
Modsite link for the 2.5A is broken again... can you update your Mediafire backups, as they end on ver. 2.4?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #605 on: November 27, 2015, 06:51:49 pm »
Modsite link for the 2.5A is broken again... can you update your Mediafire backups, as they end on ver. 2.4?
ok

[ps]

done
« Last Edit: November 27, 2015, 06:54:30 pm by Yankes »

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #606 on: November 27, 2015, 11:55:33 pm »
new bug fix version ready. Two things was fixed. Handling of melee in psi-amp and loading unit sounds in ruleset.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [EXE] OpenXcom Extended
« Reply #607 on: November 28, 2015, 02:23:22 am »
Cool! Now I can make the true magic staff experience, and loading sounds also sound like a great addition to make the game more flavorous :) Is this new version still called 2.5a, since I can't find any newer in the downloads?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #608 on: November 28, 2015, 09:49:55 am »
its on mod portal, now I check links are correct :)

niculinux

  • Guest
Re: [EXE] OpenXcom Extended
« Reply #609 on: November 28, 2015, 08:41:48 pm »
Dear Yankes, just downloaded the linux version 2.5b replacing the old 2.4a but i find the statstrings are on by default, but i did not activate them, see screenshots attached. So how i may turn them off?


Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #610 on: November 29, 2015, 12:32:20 am »
Impossible to have any difference between versions "a" and "b". Another thing is that I don't touch that part of code consciously (some times some miss merges can break some stuff) .
One questions do this name is still calculated or it maybe leftover after mod was disabled? New hired have it too?

niculinux

  • Guest
Re: [EXE] OpenXcom Extended
« Reply #611 on: November 29, 2015, 01:09:18 pm »
Impossible to have any difference between versions "a" and "b". Another thing is that I don't touch that part of code consciously (some times some miss merges can break some stuff) .
One questions do this name is still calculated or it maybe leftover after mod was disabled? New hired have it too?

I started a new game with UFO Redux, just to simply try, so it's a very beginning. But i reverted to 2.4 because extended piratez with 2.5b is very crashy so i downgraded to 2.4. Just to let you know, gonna wait next x-piratez version.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #612 on: November 29, 2015, 01:34:04 pm »
If you use redux is possible that it give this stat strings.
And another thing xpiratez aren't crashy with 2.5 but incompatible. You need have correct version Extended and xpiratez to work properly.
If I recall correctly lastest version is still on 2.4 but next one will be based on 2.5

niculinux

  • Guest
Re: [EXE] OpenXcom Extended
« Reply #613 on: November 29, 2015, 02:20:05 pm »
If you use redux is possible that it give this stat strings.

Probably Hobbes put them in an "hardcoded" way, don't know.

And another thing xpiratez aren't crashy with 2.5 but incompatible. You need have correct version Extended and xpiratez to work properly.
If I recall correctly lastest version is still on 2.4 but next one will be based on 2.5

Yes, but i thought since between 2.4 and 2.5 there are not big differences it might have been worked. Ok, i'll stick with x-piratez default one provided. :) thanks

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [EXE] OpenXcom Extended
« Reply #614 on: November 30, 2015, 01:13:58 am »
There are big differences, since 2.5 is based on September Nightly and 2.4 on May (I think). So it's a wonder you were even able to launch the game at all.